Yes, manually. That process is tedious, but it should work fine in the end. In order to do so, first, export the war3map.j, open it with any text editor / JassCraft, and check out all custom triggers declared in it.
All of your previous GUI triggers are between these blocks:
JASS:
//***************************************************************************
//*
//* Triggers
//*
//***************************************************************************
and
JASS:
//===========================================================================
function InitCustomTriggers takes nothing returns nothing
...
The other lines of code were generated by the editor. Except for the global variables (GUI), which are within the globals / endglobals block.
For example:
Triggers
JASS:
//===========================================================================
// Trigger: Setting
//
// Game intro when game start
//===========================================================================
function Trig_Setting_Actions takes nothing returns nothing
call DisplayTimedTextToForce( GetPlayersAll(), 60.00, "TRIGSTR_078" )
call CreateQuestBJ( bj_QUESTTYPE_REQ_DISCOVERED, "TRIGSTR_079", "TRIGSTR_080", "ReplaceableTextures\\CommandButtons\\BTNAmbush.blp" )
endfunction
//===========================================================================
function InitTrig_Setting takes nothing returns nothing
set gg_trg_Setting = CreateTrigger( )
call TriggerRegisterTimerEventSingle( gg_trg_Setting, 0.00 )
call TriggerAddAction( gg_trg_Setting, function Trig_Setting_Actions )
endfunction
The above code would look like this in GUI
-
Setting
-
Events
-
Time - Elapsed game time is 0.00 seconds
-
Conditions
-
Actions
-
Game - Display to (All players) for 60.00 seconds the text: TEXT_HERE
-
Quest - Create a Required quest titled Name with the description Description, using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Global Variables - this one is defined at the top of your war3map.j file:
JASS:
globals
// User-defined
// GUI variables have the "udg_" as prefix here.
timer udg_Timer = null
unit udg_Jack = null
unit udg_Hank = null
unit udg_Charles = null
unit udg_Brian = null
unit udg_Johnny = null
... ... ...
// Generated
// Ignore the variables declared from now on, because the editor generated them.
...
endglobals
View attachment 310977
NOTE:
TRIGSTR_XXX are string values declared in a
.WTS file within your map. Export and open it with a text editor too. E.g.:
TRIGSTR_078 has this value
Code:
STRING 78
{
Mission Object:
- Destroy three enemy's force
- Kill The Lord of Death Forest - Solon
- Take the Gate Stone (for Special Heros)
}
Also, there was a total of 50 custom triggers in the old version of your map.